The following games have been released for the TI-83 and -84 series families.

-Punk Quest (Lowercase) <-----My first game; therefore, it sucks-School Survival <------This is my most popular game-School Survival "expansion pack" <----This is the continuation of School Survival; you no longer need a password-Fredgame <----My original parody of the Bobgames-Fredgame 2 <-----Sequel to Fredgame; superior in many ways, especially if you have an 84+SE

Also, we've made the following math programs (well, program):

-Quadratic Formula <----Yes, another one. This one solves step by step though.

Here's all of what I've uploaded to CalcG(ames):Endless Descent (like falldown)ErrorLibMetabolism (snake variation)Space Invaders (much different from the little 1v1 duels that some poeple have made)The Expedition (my first game, all menus, disps and pauses)The Speedy Potato (collect things on the homescreen)The Speedy Potato (Windows version)

What I'm makin':Pitfall! (if I can get it to run quickly enough, it'll be in grayscale)A simple grayscale sprite editor for oncalc sprite-making, necessary for Pitfall!

I've made a million other things, but I lost them in things like RAM clears. Another reason that my list is as small as it is is that I've decided not to upload any unoriginal things that I've made, even if they're better than versions that others have made.

----quoted directly from most movies that don't exist (and some that do).

Anyway, I'm probably going to put Pokemon Brown on hiatus. I'm thinking of making a BASIC version of the Love Hina Sim Date RPG, less the secrets and cheats. Or maybe just less the secrets. But I'll probably change the cheats. Does anyone else like this idea?

Basic Games (mostly pure basic, later ones used xLIB):Digimon including linked battles. It used the clock functions for hunger and aging, so it needed an 84.Runthru - a game where you navigated a quickly moving ball through obstaclesSome Snake game for the 1-hour programming contest at UTI. You could move 8 directions and tried not to hit stuffGravity Drop - a small amount of pixels would basically fall down lines that you drew with certain pixel combinations doing stuff like reversing gravity or shooting it off ramps or splitting it into multiple parts when the moving object encountered them.Space Station Basic - An exact replica of Space Station Pheta in Basic using xLIB. Didn't run as fast as I'd hoped despite it being ridiculously optimized, so I didn't release it. Grayscale Puzzle Game - puzzle style was too easy so I scrapped it.Smooth Scrolling (pixel by pixel) Engine - deleted because I came up with a way better way of doing it that I haven't written yet.Multilayer Non-Scrolling Tilemapper (include sprite drawing) with support for masked sprites and transparency in layers. Took a lot of memory for all the data (program itself was a few lines) but ran nearly as fast as just using the regular xLIB tilemapper.

ASM:Space Station PhetaLights Out - puzzle game, it can be found online though I never formally released itCopter - didn't like the wall generation I used so I never released itDance Station Pheta - best game evar

I've just now made a real cool program that rocks. It's a fortune cookie thing with ten possible results. Since a billion of these already exist (and I'm not entirely sure this is exaggerating) I'm just releasing it as is. Here's the code for it; I'm blocked from file transfers at the moment, as my parents don't trust me not to play games online, for some reason. Just cut and paste into Graphlink and do some minor editing. *** _ IS THE BLANK SPACE, IN CASE YOU DIDN'T KNOW, IF YOU DID NOT YOU ARE A NOOB ***

You guys are right, of course, but for some reason I kept having glitches when I programmed it in like that on pretty much every program I tried it with. Also, the full program (when run) does not slow down or cause memory leaks, at least on my calc.

I don't think you understand what I mean. The amount of memory leakage is relative to the number of Ends passed up by Goto. Unless your program loops back around after reading a fortune, not much memory is leaked.

----quoted directly from most movies that don't exist (and some that do).

Watch the screen as the program runs. Execution will slow more and more until you recieve an ERR:MEMORY message. Also, look at what Ans is equal to after the program runs. You should note that the difference between before and after each occurrence of memory leakage is negligible, but it really adds up when you're looping things.

----quoted directly from most movies that don't exist (and some that do).

Naw, it's just really slow. One of the fun things about coding in BASIC is finding creative ways to get around TI's having written a poorly organized language. There are severe limitations, though, which is why I've switched to Assembly.

----quoted directly from most movies that don't exist (and some that do).

See what happens is for every multi-line conditional opening statement (then or else), the location of that then or else is pushed onto a list in memory called the stack. For asm programmers you can access the real stack, this isn't really the real stack so don't worry.The stack is a list that can only add or remove one thing at a time from only one end. When you have a Then - ... - End the location of the Then is pushed onto the stack and when you hit the End it is removed. If you never reach the End statement then the Then isn't removed from the list. So if you keep running the program eventually the stack will get too big and cause the calculator to crash. When you do a Goto before you hit the End statement, you never remove the last Then/Else statement from the list and thus you have memory leaks.